Davioware's Forum Posts

  • I use tokinsom's method as well for some of my stuff. It all comes down to preference really. In C-Classic families are a pain in the ass (you can't delete variables once you add them..) so this method is more reliable sometimes. Plus, with this method, it makes it really easy to swap objects on the fly, and can actually reduce code in specific situations.

  • Programming/coding (synonyms) in Construct is no different than "real" programming. It's just at a higher level. The "No programming required" slogan is just to attract users who are intimidated by "real" languages. New users start off with simple projects akin to "hello world", but instead of outputting text they have a sprite moving onscreen, and it has the ability to shoot things. Soon however, they realize that to achieve a level of quality equal to commercial games they must dive into the more advanced features such as expressions, complex picking, state machines, and overall system design. This is where Construct becomes nothing more than a nice game engine, and a wrapper for a scripting language. However, at this point, users have been breast-fed by Ashley and gradually edged into the programming world. Things soon become clear, and the once unfathomable monolith of programming becomes exploitable with a sub-event and a six pack of mountain dew.

    I call it scripting; just because the functions are wrapped in graphical blocks doesn't mean it merits a new name IMO. Eventing sounds nice too, though nobody knows what it means outside of this community, and it's just a synonym for scripting anyways. The word you use really depends on who you're talking to, and what they'll understand. Visual scripting is a nice way to put it.

  • That can be done without any special shader. It's mostly the composition that matters. The light beams are simply additive, and the trees in the background are colored closer to the background color according to depth (use filters on a white sprite for this).

  • If you cannot make a good 2d game in Construct it's simply your fault. One can only ask so much of a machine.. "further development" as you say, is pretty much just bug fixes at this point. Construct is pretty mature and powerful.

    On the topic of crashes when switching layouts, that has to be the next thing on the bug list. This is the one flaw holding classic back. I'm sure this bug has to be some stupid little typo somewhere, like an array out of bounds or something.

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  • And believe it or not, overlapping at offset (0,0) works the same way as the system condition. I think it's some sort of inconsistency in the code for that condition.

    ^

    I completely agree with tulamide. I've been working a .cap file for more than 2 years and everything runs smoothly. I am however, extremely cautious in my work. I save to a new file every time I save, and make sure to test everything for stability every time I add something new. Construct Classic remains a hidden gem, truly understood and appreciated by only the most dedicated users of this forum. The stackable shader pipeline is amazing and very underused/misused.

    There are a few real bugs which remain in Construct, namely family pv editing and something which causes random sporadic crashes on layout change.(I think it has to do with sound) + the odd memory leak here and there.

    Construct is not completely foolproof, but it works. It works damn well.

    There will not be a better suite than Construct for developing professional quality 2d games without programming. Construct literally serves you the core elements of a professional quality 2d game on a silver... no, gold platter. Construct not flexible? If you think that then you haven't even scratched the surface of what it can do.

  • Also, it's not only about being able to draw or not, Making good hi-res graphics just takes too much time. Low-res is abstract. Hi-res isn't nicer either most of the time, contrary to logical thought. Sometimes low-res is a stylistic choice, sometimes it's just because it's fast.

  • the 360/5 doesn't matter AFAIK, constant expressions like that are compiled into a constant at runtime.

  • two hundred and eighty, plus one hundred and fifty times the sine of: three hundred and sixty divided by 5, times the variable called time. You should become very familiar with expressions if you want to be able to make anything in Construct. sin() is a math function, which you should be familiar with.

  • I received a badge because one of my posts got upvoted 3 times. However, I see no way to upvote posts. Unfinished feature?

  • That doesn't stop you from making a doom clone with simple pseudo 3d. But yea, for the average user, making a game in 3d in Construct is more trouble than it's worth. Search for a game called "Mega Thumb:Dream Match" by Quazi and I, It shows you the extent of 3d in Construct Classic. If C2 ever gets mesh distortion (which I doubt it will, since the sprites aren't polygons to begin with) then a 3d game like that will be theoretically possible. For now though, you can still make simple 3d with sprites alone, and a fair bit of math.

  • It's not "very dangerous"... Frame rate independence is not always wanted/required, and you don't ALWAYS want things to be affected by time-delta. It's also not essential to pausing a game. I think for the time being he should just focus learning the basics of events and ignore the complicated aspects like time/frame based logic.

  • I read somewhere that Firefox uses direct2d, which like Ashley mentioned, is only available on vista on windows 7. I don't know if they've upgraded that since then, but that might be the problem.

  • Well, I just found out about Construct yesterday and would be glad to sha..

    Wait what

  • By HTML5 version, do you mean an actual website using html5 features, or just a C2 project for the entire site.